Homebrew Poison Dusk Lizardfolk Species Details

This reptilian humanoid seems to melt out of the shadows of the jungle. It is about three feet tall, and it has a lean, wiry build. It has large eyes that reflect the light and a slight crest that runs down the back of its head. It hisses, revealing sharp teeth as it nocks a poison tipped arrow.

 While smaller and than their lizardfolk cousins, the poison dusk lizardfolk are just as dangerous when provoked. Uniquely, the scales of a poison dusk shift in color for the purposes of camouflage (matching the hue of their surroundings) or to indicate mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend.

Cunning Combatants

 Poison dusks are typically more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible. For example, when striking against a human village, they might try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Poison dusks often use nets to handicap larger foes while archers pepper them with poisoned arrows. While they typically shun armor, they have adopted the use of swords and bows, which are superior to the primitive weapons used by most other lizardfolk.

Cruel Pranksters

 Less inscrutable than other lizardfolk, poison dusks might be described as almost furtive in demeanor. This is often for good reason as poison dusks are equipped with a wicked sense of humor in the most literal sense--apt to toy with their prey from a safe distance or even pull mean, possibly dangerous pranks on their allies. Poison dusks will laugh at paralyzed or imperiled friends and foes alike, or may intentionally let their companions wander into hazards just for the pleasure of mocking them in their predicament.

Adaptable Chameleons

 Despite their less than appealing "quirky" senses of humor, poison dusks are more likely than other types of lizardfolk to be found in adventuring parties. 

Poison Dusk Names

 Poison dusk names can be granted by any older member of the tribe based on some humorous (by their standards) misfortune that befalls the individual in childhood. The names typically sound demeaning or insulting and are used at first to mock the individual for their folly until the name is picked up by the rest of the tribe and sticks. Names are usually given in the draconic language, but poison dusks that spend a significant amount of time dealing with other races will often translate their names into common for ease of communication.

Poison Dusk Names: Arrowback, Blindbranch, Bloodpuddle, Bugface, Crocpiss, Leafcarver, Mudluck, Pitlicker, Shorttail, Snakebait, Stinkfin, Thorncatcher, Twice-Lost, Twigclaw, Twistedvine

Poison Dusk Lizardfolk Traits

Poison dusks share a number of traits in common with each other.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Poison dusks reach maturity at around age 8 and rarely live longer than 60 years.

Alignment

Seeing the world as a place of predators and prey, where life and death are natural processes, most poison dusk are neutral. But their tendency to work as a group to survive in the unforgiving wilderness, and their reliance on pack tactics for taking down larger dangerous prey makes them tend toward law.

Size

Poison dusks stand 3–4 feet tall and weigh 42–52 pounds, with a lean and wiry frame. Their tails are 2–3 feet long. Your size is Small.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Darkvision

Accustomed to the blackness of the nocturnal jungle, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bite

Your sharp teeth are natural weapons which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Languages

You can speak, read, and write Common and Draconic.

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